mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
291 lines
6.6 KiB
C++
291 lines
6.6 KiB
C++
// PC implementation of the framework.
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <shlobj.h>
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#include <shlwapi.h>
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#include <ShellAPI.h>
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#else
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#include <pwd.h>
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#endif
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#include <string>
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#include "SDL/SDL.h"
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#include "SDL/SDL_timer.h"
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#include "SDL/SDL_audio.h"
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#include "base/display.h"
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "gfx_es2/glsl_program.h"
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#include "file/zip_read.h"
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#include "input/input_state.h"
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#include "base/NativeApp.h"
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#include "net/resolve.h"
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// Simple implementations of System functions
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void SystemToast(const char *text) {
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#ifdef _WIN32
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MessageBox(0, text, "Toast!", MB_ICONINFORMATION);
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#else
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puts(text);
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#endif
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}
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void ShowAd(int x, int y, bool center_x) {
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// Ignore ads on PC
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}
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void ShowKeyboard() {
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// Irrelevant on PC
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}
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void Vibrate(int length_ms) {
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// Ignore on PC
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}
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void LaunchBrowser(const char *url)
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{
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#ifdef _WIN32
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ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
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#else
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#endif
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}
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void LaunchMarket(const char *url)
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{
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#ifdef _WIN32
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ShellExecute(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
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#else
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#endif
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}
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void LaunchEmail(const char *email_address)
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{
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#ifdef _WIN32
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ShellExecute(NULL, "open", (std::string("mailto:") + email_address).c_str(), NULL, NULL, SW_SHOWNORMAL);
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#else
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#endif
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}
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const int buttonMappings[12] = {
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SDLK_x, //A
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SDLK_s, //B
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SDLK_z, //X
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SDLK_a, //Y
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SDLK_w, //LBUMPER
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SDLK_q, //RBUMPER
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SDLK_1, //START
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SDLK_2, //BACK
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SDLK_UP, //UP
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SDLK_DOWN, //DOWN
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SDLK_LEFT, //LEFT
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SDLK_RIGHT, //RIGHT
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};
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void SimulateGamepad(const uint8 *keys, InputState *input) {
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input->pad_buttons = 0;
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input->pad_lstick_x = 0;
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input->pad_lstick_y = 0;
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input->pad_rstick_x = 0;
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input->pad_rstick_y = 0;
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for (int b = 0; b < 12; b++) {
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if (keys[buttonMappings[b]])
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input->pad_buttons |= (1<<b);
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}
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if (keys['I']) input->pad_lstick_y=32000;
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else if (keys['K']) input->pad_lstick_y=-32000;
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if (keys['J']) input->pad_lstick_x=-32000;
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else if (keys['L']) input->pad_lstick_x=32000;
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if (keys['8']) input->pad_rstick_y=32000;
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else if (keys['2']) input->pad_rstick_y=-32000;
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if (keys['4']) input->pad_rstick_x=-32000;
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else if (keys['6']) input->pad_rstick_x=32000;
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}
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extern void mixaudio(void *userdata, Uint8 *stream, int len) {
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NativeMix((short *)stream, len / 4);
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}
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#ifdef _WIN32
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#undef main
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#endif
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int main(int argc, char *argv[]) {
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/* // Xoom resolution. Other common tablet resolutions: 1024x600 , 1366x768
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g_xres = 1280;
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g_yres = 800;
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*/
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std::string app_name;
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std::string app_name_nice;
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bool landscape;
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NativeGetAppInfo(&app_name, &app_name_nice, &landscape);
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if (landscape) {
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g_xres = 800;
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g_yres = 480;
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} else {
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#ifdef _WIN32
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g_xres = 1580;
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g_yres = 1000;
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#endif
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}
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net::Init();
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
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if (SDL_SetVideoMode(g_xres, g_yres, 0, SDL_OPENGL) == NULL) {
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fprintf(stderr, "SDL SetVideoMode failed: Unable to create OpenGL screen: %s\n", SDL_GetError());
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SDL_Quit();
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return(2);
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}
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SDL_WM_SetCaption(app_name_nice.c_str(), NULL);
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if (GLEW_OK != glewInit()) {
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printf("Failed to initialize glew!\n");
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return 1;
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}
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if (GLEW_VERSION_2_0) {
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printf("OpenGL 2.0 or higher.\n");
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} else {
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printf("Sorry, this program requires OpenGL 2.0.\n");
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return 1;
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}
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#ifdef _MSC_VER
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// VFSRegister("temp/", new DirectoryAssetReader("E:\\Temp\\"));
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TCHAR path[MAX_PATH];
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SHGetFolderPath(NULL, CSIDL_APPDATA, NULL, 0, path);
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PathAppend(path, (app_name + "\\").c_str());
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#else
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// Mac - what about linux? Also, ugly hardcoding.
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const char *path = getenv("HOME");
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if (!path) {
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struct passwd* pwd = getpwuid(getuid());
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if (pwd)
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path = pwd->pw_dir;
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}
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#endif
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NativeInit(argc, (const char **)argv, path, "BADCOFFEE");
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NativeInitGraphics();
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SDL_AudioSpec fmt;
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fmt.freq = 44100;
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fmt.format = AUDIO_S16;
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fmt.channels = 2;
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fmt.samples = 1024;
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fmt.callback = &mixaudio;
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fmt.userdata = (void *)0;
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if (SDL_OpenAudio(&fmt, NULL) < 0) {
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ELOG("Failed to open audio: %s", SDL_GetError());
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return 1;
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}
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// Audio must be unpaused _after_ NativeInit()
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SDL_PauseAudio(0);
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InputState input_state;
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int framecount = 0;
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bool nextFrameMD = 0;
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while (true) {
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SDL_Event event;
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input_state.accelerometer_valid = false;
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input_state.mouse_valid = true;
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int done = 0;
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// input_state.mouse_down[1] = nextFrameMD;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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done = 1;
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} else if (event.type == SDL_KEYDOWN) {
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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done = 1;
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}
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} else if (event.type == SDL_MOUSEMOTION) {
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input_state.mouse_x[0] = event.motion.x;
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input_state.mouse_y[0] = event.motion.y;
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input_state.mouse_x[1] = event.motion.x + 150;
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input_state.mouse_y[1] = event.motion.y;
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} else if (event.type == SDL_MOUSEBUTTONDOWN) {
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if (event.button.button == SDL_BUTTON_LEFT) {
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///input_state.mouse_buttons_down = 1;
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input_state.mouse_down[0] = true;
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nextFrameMD = true;
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}
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} else if (event.type == SDL_MOUSEBUTTONUP) {
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if (event.button.button == SDL_BUTTON_LEFT) {
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input_state.mouse_down[0] = false;
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nextFrameMD = false;
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//input_state.mouse_buttons_up = 1;
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}
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}
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}
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if (done) break;
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input_state.mouse_last[0] = input_state.mouse_down[0];
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uint8 *keys = (uint8 *)SDL_GetKeyState(NULL);
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if (keys[SDLK_ESCAPE]) {
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break;
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}
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SimulateGamepad(keys, &input_state);
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UpdateInputState(&input_state);
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NativeUpdate(input_state);
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NativeRender();
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if (framecount % 60 == 0) {
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// glsl_refresh(); // auto-reloads modified GLSL shaders once per second.
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}
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SDL_GL_SwapBuffers();
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// Simple framerate limiting
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static float t=0;
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while (time_now() < t+1.0f/60.0f) {
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sleep_ms(0);
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time_update();
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}
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time_update();
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t = time_now();
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framecount++;
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}
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// Faster exit, thanks to the OS. Remove this if you want to debug shutdown
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exit(0);
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NativeShutdownGraphics();
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SDL_PauseAudio(1);
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NativeShutdown();
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SDL_CloseAudio();
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SDL_Quit();
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return 0;
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}
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